The Perk chart started today It is 40% complete, 95% tested and is 0% accurate at the moment.

This post will be updated when the chart is 100% completed and fully tested, the next update will include the levels that these perks are available at, the stats you need to obtain them and my personal information on these perks. All this and more, coming very very soon!

All credits go to FLVDT.

Enjoy

Perks:

Awareness {With Awareness, you are given detailed information about any critter you examine. You see their exact hit points and information about any weapon they are equipped with.

Bonus HtH Attacks {You have learned the secret arts of the East, or you just punch faster. In any case, your Hand-to-Hand attacks cost 1 AP less to perform.

Bonus HtH Damage {Experience in unarmed combat has given you the edge when it comes to damage. You get an additional 15% damage with hand-to-hand and melee attacks for each level of this Perk.

Bonus Move {For each level of Bonus Move, you get to move 20% further per action point.

Bonus Ranged Damage {Your training in firearms and other ranged weapons has made you more deadly in ranged combat. For each level of this Perk you get an additional 15% damage with ranged weapons.

Bonus Rate of Fire {This Perk allows you to pull the trigger a little faster and still remain as accurate as before. Each ranged weapon attack costs 1 AP less to perform.

Faster Healing {With each level of this Perk, you get a +2 bonus to your Healing Rate. This is in addition to your normal healing rate, thus you heal faster.

More Criticals {You are more likely to cause critical hits in combat if you have this Perk. Each level of "More Criticals" gets you an additional +5% chance to cause a critical hit.

Night Vision {With the Night Vision Perk, you can see in the dark better. This will reduce the overall darkness level by 20%.

Rad Resistance {You are better able to avoid radiation and the bad effects radiation causes. Each level of this Perk improves your Radiation Resistance by 15%.

Toughness {When you are tough, you take less damage. Each level of this Perk adds +10% to your general damage resistance.

Strong Back {AKA Mule. You can carry an additional 50 pounds of equipment for each level of this Perk.

Sharpshooter {You have a talent for hitting things at longer distances. For each level of this Perk, you get a +2 bonus to Perception for the purposes of determining range modifiers. It's easier than ever to kill at long range!

Silent Running {With this Perk, you now have the ability to move quickly and still remain quiet. You can Sneak and run at the same time. Without this Perk, you would automatically stop Sneaking if you ran.

Survivalist {You are a master of the outdoors. This Perk confers the ability to survive in hostile environments. You get a +25% bonus to Outdoorsman.

Master Trader {You have mastered one aspect of bartering - buying goods far more cheaply than normal. With this Perk, you get a 25% discount when purchasing items from a store or another trader.

Educated {Each level of Educated adds +2 skill points when you gain a new experience level. This Perk works best when purchased early in your adventure.

Healer {The healing of bodies comes easier to you with this Perk. Each level of this Perk heals 4-10 additional hit points when using the First Aid or Doctor skills.

Fortune Finder {You have the talent of finding money. You find additional money in random encounters in the desert.

Better Criticals {The critical hits you cause in combat are more devastating. You gain a 20% bonus on the critical hit table, almost ensuring that more damage will be done. This does not affect the chance to cause a critical hit.

Slayer {The Slayer walks the earth! In hand-to-hand combat all of your hits are upgraded to critical hits, causing destruction and mayhem.

Sniper {You have mastered the firearm as a source of pain. With this Perk, any successful hit in combat with a ranged weapon will be upgraded to a critical hit if you also make a Luck roll.

Silent Death {While Sneaking, if you hit a critter in the back, you will cause double damage using a hand-to-hand attack. Silent Death is that kind of Perk.

Action Boy {Each level of Action Boy (insert Girl if you wish) gives you an additional AP to spend every combat turn. You can use these generic APs on any task.

Lifegiver {With each level of this Perk, you gain an additional 4 Hit Points every time you advance a level. This is in addition to the hit points you already gain per level based off of your endurance.

Dodger {You are less likely to be hit in combat if you have this Perk. You gain a +5 to your Armour Class, in addition to the AC bonus from any armor worn.

Snakeater {Yum! Tastes like chicken. For each level of this Perk, you gain +25% to your Poison Resistance.

Mr. Fixit {This Perk will give you a one-time bonus of +10% to the Repair and Science skills. A little late night cramming never hurt anybody, especially you.

Medic {The Medic Perk gives you a one-time bonus of +10% to the First Aid and Doctor skills. Healing skills are a good thing.

Master Thief {A Master Thief is proficient at stealing and picking locks. You gain +15 to Stealing and Lock picking. Steal from the rich, and give to you.

Heave Ho! {Each level of this perk gives you an additional +2 to Strength for purposes of determining range with thrown weapons only. This Perk will not exceed a weapon's maximum range.

Pickpocket {You are much more adept at stealing than the normal crook. You can steal with the best of them, because with this Perk, you ignore size and facing modifiers when stealing from a person.

Ghost {When the sun goes down or you are in a poorly lit area, you move like a ghost with this Perk. Your Sneak skill is enhanced +20% in dark conditions.

Explorer {The mark of the Explorer is to search out new and interesting locations. With this Perk, you have a greater chance of finding special places and people.

Flower Child {With this Perk, you are less likely to be addicted to chems (50% less likely, actually), and you suffer half the withdrawal time of a normal person.

Pathfinder {You are better able to find the shortest route. Your travel time on the World Map is reduced by 25% for each level.

Scout {You have improved your ability to see distant locations, increasing the size of explorations on the World Map by one square in each direction. You also have a better chance of finding special encounters.

Mysterious Stranger {With this Perk, you have gained the attention of a Mysterious Stranger, who will appear to help you from time to time. If your ally is lost in combat, do not expect him (or her) to be replaced.

Ranger {You gain a +15% toward your Outdoorsman skill. You are more likely to avoid random encounters if you choose, and tend to find those special encounters more than most.